James Chen
bb5ef615dd
Merge branch 'develop' of git://github.com/cocos2d/cocos2d-x into pr4479
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Conflicts:
cocos/2d/CCSpriteBatchNode.h
2013-12-13 16:44:22 +08:00
Ricardo Quesada
a8c317bd83
getDescription() works as expected
...
renames `description` to `getDescription`. Adds `virtual` to it.
Adds `getDescription` to missing nodes.
2013-12-12 14:30:22 -08:00
minggo
1e9c763b40
use ssize_t for index and capacity
2013-12-12 14:48:26 +08:00
minggo
0ac9022201
fix a typo
2013-11-27 10:02:32 +08:00
minggo
85002285c2
override addChild in Sprite to fix error in binding generator
2013-11-27 09:50:47 +08:00
minggo
fcf43823b4
remove unneeded codes
2013-11-26 17:53:34 +08:00
Ricardo Quesada
dd68eb4796
ParticleSystem uses protected constructors
2013-11-14 16:21:49 -08:00
Ricardo Quesada
b87684c022
fixes Sprite::setTexture()
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Sprite::setTexture(std::string&) works as expected.
It sets the texture rect of the sprite
2013-11-14 15:37:43 -08:00
Ricardo Quesada
d590986e73
Constructors are protected
2013-11-13 15:55:36 -08:00
Marc Lepage
27b82f8f67
Fix typos and other trivial cleanup
2013-11-10 22:00:50 -05:00
Michael Contento
b7173cd60d
add Sprite::setScale(float, float)
2013-11-06 14:42:31 +01:00
Ricardo Quesada
555f3609c8
Uses `const std::string&`
...
... instead of const char*
* Because it is more robust
* and it is faster... yes faster.
It is faster because internally some of our classes use std::string
(like FileUtils and Dictionary) so converting back-and-forth from const
char * to std::string is very expensive.
It is faster to have everthing in std::string as soon as possible to
prevent further conversions.
There are still some parts of the code that require conversion, but
most of the code was converted.
2013-11-05 19:02:03 -08:00
minggo
95acb1b9e3
issue #2905 : helloworld build ok on android
2013-10-14 14:01:00 +08:00
minggo
49d7bbd600
issue #2905 : remove sub folders except platform
2013-10-12 15:41:45 +08:00